Educ 190: Difference between revisions

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Gamified
Gamified
(by Ryan Biscocho)
How can game elements influence teaching and learning—motivation, excitement, points, competition?
How can game elements influence teaching and learning—motivation, excitement, points, competition?



Revision as of 17:14, 9 October 2014

Educ 190 Computers in Education Community Page


UP COLLEGE OF EDUCATION

Educ 190: Computers in Education

LEARNING OBJECTIVES

1. Identify existing and emerging educational technology (edtech) trends and tools

2. Describe how Filipino teachers learn, share, select, and evaluate edtech

3. Describe the current edtech challenges and innovations happening locally and globally

4. Practice ethnography and social science research to understand teacher and student experiences with edtech

5. Apply user-centered design methods to develop edtech solutions for challenges in education

6. Use learning theories and pedagogies as a framework to critically evaluate edtech

7. Formulate recommendations and policies for integrating edtech into specific learning contexts

8. Design and implement a well-crafted, learner-centered lesson plan that integrates edtech

9. Reflect and summarize one’s learning experience by maintaining a design journal



Topics:

Massive: How do we think about teaching and learning on a very, very large scale?


Gamified (by Ryan Biscocho)

How can game elements influence teaching and learning—motivation, excitement, points, competition?

Pre class activities Bogost, I. (2011, August 8). Gamification is bullshit.

Klopfer, E. (2008). Augmented learning: Research and design of mobile educational games (Chapter 3). Cambridge, MA: MIT Press

[Video]. Gamification of Education. Retrieved from http://ed.ted.com/on/uk36wtoI

Play an educational game


In class activities Seminar discussion about gamification of education: motivation, excitement, rewards, competition

Design a game concept for learning with prototypes and user flows

Reporters: Marius, Dani, and Karl Man

Key Conepts Duo lingo Brainscape Badging Mobile Apps

Open Education What happens when resources, ideas and teachers are free and accessible to all?

Pre-class Activities: Brown, J.S. & Adler, R.P. (2008). Minds on fire: Open education, the long tail, and Learning 2.0. EDUCAUSE Review, 43(1), 16-32. http://net.educause.edu/ir/library/pdf/ERM0811.pdf

In-class Activities: Seminar discussion about open courseware

Dawn, Rey, and Kenneth’s session

Key Concepts: Open Source MIT Open Courseware